package net.minecraft.client.model;

import java.util.Random;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;

public class ModelGhast extends ModelBase {
	ModelRenderer body;
	ModelRenderer[] tentacles = new ModelRenderer[9];

	public ModelGhast() {
		int i = -16;
		this.body = new ModelRenderer(this, 0, 0);
		this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
		this.body.rotationPointY += (float) (24 + i);
		Random random = new Random(1660L);

		for (int j = 0; j < this.tentacles.length; ++j) {
			this.tentacles[j] = new ModelRenderer(this, 0, 0);
			float f = (((float) (j % 3) - (float) (j / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
			float f1 = ((float) (j / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
			int k = random.nextInt(7) + 8;
			this.tentacles[j].addBox(-1.0F, 0.0F, -1.0F, 2, k, 2);
			this.tentacles[j].rotationPointX = f;
			this.tentacles[j].rotationPointZ = f1;
			this.tentacles[j].rotationPointY = (float) (31 + i);
		}
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		for (int i = 0; i < this.tentacles.length; ++i) {
			this.tentacles[i].rotateAngleX = 0.2F * MathHelper.sin(p_78087_3_ * 0.3F + (float) i) + 0.4F;
		}
	}

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
		this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);
		GlStateManager.pushMatrix();
		GlStateManager.translate(0.0F, 0.6F, 0.0F);
		this.body.render(scale);

		for (ModelRenderer modelrenderer : this.tentacles) {
			modelrenderer.render(scale);
		}

		GlStateManager.popMatrix();
	}
}
